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UNITAF members taking orders before an operation
Force Manual

The FM outlines our core skills, policies and guides to ensure every member stands ready for the mission ahead.

FM/BG-778 · v1.03

LAMBS

Code
FM/BG-778
Kind
Guide
Version
v1.03 1yr ago
Views
1,593
Platforms
As its document
Published by
LtCol James 15 Sep 2025
Last material change
v1.00 Added a quick guide/cheat sheet for LAMBS

108 words added, 161 words removed.

LAMBS is an AI Enhancement mod in our core modset which helps GMs quickly command large groups of Enemy AI. Note that it should be used instead of standard Vanilla ARMA movement orders for infantry if possible. The following section details how to use the specific Modules present in the mod and their use cases. Task / Module Description / Use Case Name Behaviour Useful For Task CAMP Sets the affected Puts AI group into a relaxed state, ideal for simulating an relaxed, unaware enemy. AI will use state with ambient animations such as sitting or idling. Good for defensive positions with low alert. (sitting, standing idly). Simulating enemies off-guard, early-mission stealth approaches. Task GARRISON Quickly spreads Spreads AI into occupied nearby buildings to simulate a garrison. You can set conditions for and holds them to leave; “none” is the most restrictive, making there. “None” condition keeps them hold position in place until death. Useful for creating static defenses. Defensive strongpoints, urban garrisons, fortified compounds. Task PATROL Sets up AI patrols on Creates a static or dynamic path. Ideal route for creating AI to walk. Perimeter patrols, roaming security forces or routine patrols. security, making areas feel alive. Task RUSH Sends AI running directly to the nearest player/BLUFOR unit in an uncoordinated fashion. Best for insurgent QRFs or last-resort charges. toward nearest player/BLUFOR. Insurgent QRFs, desperate charges, chaotic assaults. Task ASSAULT / RETREAT Used with Dynamic Targets. Moves AI will move tactically to secure the target location tactically, a Dynamic Target using cover and formations. Can simulate retreating (checkbox option), but formations; retreat mode option can sometimes cause AI to get stuck. make them withdraw (sometimes buggy). Coordinated attacks on objectives, staged withdrawals, advancing lines. Task CREEP Used for ambushes. AI sneaks as close to BLUFOR as possible players before opening fire at the when most lethal moment or when spotted. Ambushes, surprise attacks, suspenseful encounters. Task CQB Orders AI to clear buildings. Can buildings, though results can be unreliable, so use with caution — better for flavour than guaranteed results. inconsistent. Indoor combat scenarios, building-to-building firefights (use cautiously). Task HUNT Simulates an OPFOR patrol that gradually works its way toward the players. AI knows gradually converges on player positions but acts positions, acting as if they are searching, slowly tightening the net. though searching. Pressure missions, “being hunted” scenarios, slow-burn tension.